Indie Horror Roguelikes

Category

Life Simulator

So recently , I have been putting work into thrive instead of my roguelike, there are many reasons, first of which is that thrive is starting to take off, which is good, and the roguelike is still rather obscure (to anyone not in the roguelike community).

The second reason being that since I am back to school, it is much easier to occasionally put work into thrive ( A team project, with goals, and a pretty mature codebase) then it is to put work into my solo developed roguelike (mostly because I have to do everything in it, its still early so I am doing a-lot of infrastructure stuff).

That doesn’t mean I am not working on the roguelike it just means i am putting more work into thrive relatively then I am into my roguelike.

For those of you who don’t know thrive is an open source evolution game which can very well be described as “an attempt to create high impact scientific communication through play using Xenobiology as a setting” (Quote from one of the other developers)

Though it has been a little while since I last contributed to Thrive’s codebase I am back in and doing some coding work, my current project is allowing us to pass flags between game states for things like a free build editor, among other things.

The free build editor will be a new “mode” where you can use an infinite number of mutation points to create whatever microbes you want. (though they wont carry over to the main game)

So, lately I’ve been putting a-lot of work into derelict game’s spacebase df9 unofficial patch when i’m not working on school things.

And those of you lucky enough to find this blog post and also be interested in space base df9 will be happy to hear that version 1.08 is coming soon. I myself have been rewriting how the weapon system is handled, and have also been working on maladies most of the time.

What are maladies? Well “maladies” are diseases, that is essentially what they are, though the game itself has a much broader idea of what “Maladies” are they are essentially a superstructure used by the game to impose challenge on the player and alter the variables within the characters themselves, it handles everything from injuries to the plague to parasites and the “Thing”.

Among numerous other (also big) things the patch features many new maladies and the removal of most of the df9 maladies, a minor injury system, and a weapons trade inside your base, people can now come to your base equipped with weapons, they will use these weapons to defend themselves from raiders and trade for items they like, they are also used to defend characters from the player if the player tries to, for example, execute them for whatever reason, people also will use weapons when they tantrum, the result? A base where people are far less likely to be murdered by raiders, but also far more dangerous themselves, that should be fun.

I have also added many new weapons, and melee weapons are also now a thing. And it is very easy to add your own weapons and maladies now as-well.

A new post is coming soon, with tips for dealing with the new features.

School starts back up on Monday, which means I will no longer be posting as often, I will still try to post once a month, kind of like this.

I started using unity, did the rollaball tutorial and I can see myself using it in the future, Roguelegends: Dark Realms hasn’t seen much work done on it beyond what I have already posted, but its chugging along nicely. I added more enemy “types” and new effects creatures can have on them as-well. More on that, as usual, in time.

I am uploading another small project I did a long time ago to my downloads page, a Life Sim, that aims to simulate a very simple form of evolution. So that will be up soon. I hope you guys enjoy it.